/*
 * This file is part of the Try! Engine project.
 *
 * Copyright 2010-2011 Emanuele Bertoldi. All rights reserved.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *
 * You should have received a copy of the modified BSD License along with this
 * program. If not, see <http://www.opensource.org/licenses/bsd-license.php>
 */

#ifndef TRY_AUDIOSOURCE_H
#define TRY_AUDIOSOURCE_H

#include "audio.h"

namespace Try
{
    class AudioSource : public Property
    {
    public:
        static PropertyName name;

        struct Msg
        {
            static MessageName started;
            static MessageName paused;
            static MessageName stopped;
            static MessageName gainChanged;
            static MessageName pitchChanged;
            static MessageName updated;
        };

    protected:
        SourceId m_source;

    public:
        AudioSource(
            Object* owner,
            const String& filename,
            const Vector3& pos = Vector3::Zero,
            const Vector3& dir = Vector3::Zero,
            const Vector3& vel = Vector3::Zero
            );
        virtual ~AudioSource();

        bool isPlaying() const;

        float gain() const;
        float pitch() const;

        Vector3 position() const;
        Vector3 direction() const;
        Vector3 velocity() const;

        bool play(bool loop = false, bool force_restart = true);
        bool pause();
        bool stop();

        bool setGain(float gain);
        bool setPitch(float pitch);

        bool setPosition(const Vector3& pos);
        bool setDirection(const Vector3& dir);
        bool setVelocity(const Vector3& vel);

        Property* copy(Object* owner) const;

    protected:
        void notifyUpdate();
    };
}

#endif // TRY_AUDIOSOURCE_H
